Enchanter Abilities
Level 1
Enchanter Technique
You’re thinking about making their brain explode, but it hasn’t worked yet.
Damage Modifiers: INT, CHA
Applies intense pressure to an enemy’s brain, dealing Magic damage every 4 seconds for up to 48 seconds.
Damage Modifiers: INT
Mesmerize target for up to 12 sec, preventing it from taking any actions.
Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect. Cannot use on targets more than 5 levels above you.
Hit Modifier: CHA
Lash your enemy’s psyche with chaotic mental energy, dealing Magic damage.
Damage Modifiers: INT
Weave a magical shield to increase your Health and Armor by a small amount.
Level 2
Release a surge of chaotic mental energy all around you, stunning up to 4 enemies in an 8 meter radius for up to 3 sec.
This spell cannot be resisted.
Level 3
Caster Technique
Puts your target in the [Exposed] State for 30 seconds. (Duration impacted by diminishing returns.)
The [Exposed] state can be manipulated by other techniques to cause additional effects.
Level 4
Ability School: Magic
Conjure arcane bindings to root your target in place for up to 25 sec. Damage dealt has a chance to break the root effect.
Level 5
Enchanter Technique
Inflict a delayed wound. After 10 seconds have passed, deals medium weapon damage. Deals heavy damage if the target is Disorientated or Mesmerized when the damage occurs.
Damage Modifiers: CHA, INT
Grants an innate shield that passively builds up to 3 stacks. When the Enchanter takes damage, Runeskin will absorb 50% of the damage and lose 1 stack.
Once the stack count reaches 0, no damage absorption will occur. Runeskin’s stacks will replenish at a rate of 1 stack every 10 seconds, as long as no damage is received during that time.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 6
Opress your enemy’s mental defenses, reducing all their Resistances by 10 and your Magic Resistance by 3 for 2 minutes.
This spell is rarely resisted.
Confound the mind of an enemy, interrupting and silencing them for up to 6 sec.
Mesmerize target for up to 18 sec, preventing it from taking any actions.
Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect. Cannot use on targets more than 5 levels above you.
Hit Modifier: CHA
Release a jolt of mental energy that deals Magic damage to the target and returns 20% of the damage dealt as Mana to your Defensive target, up to a maximum of 12.
If no Defensive target is selected, Mana will be returned to the caster.
Damage Modifier: INT
Electrocute the target’s brain, stunning them for up to 3 sec.
This ability generates a high amount of Threat.
Weave a magical shield to increase your Health and Armor by a small amount.
Level 7
Enchanter Technique
Lowers your threat against an enemy.
Increase the target’s Intellect by 2 while active.
Level 8
Cloak yourself in an illusion, causing you to appear as a Human while the illusion lasts.
Increase your group’s Charisma by 2 while active.
Level 10
Animate magically resonant daggers to attack your enemy and keep its attention for 30 sec or until the animation is destroyed.
Lash your enemy’s psyche with chaotic mental energy, dealing Magic damage.
Damage Modifiers: INT
Interrupt your target.
If your target was casting a Silenceable spell, absorb that spell, allowing you to cast it for yourself within the next 5 seconds.
Duration of spell storage increases with Stamina.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Enchant the mind of your target with the whispers of Tysire, increasing their Mana Regeneration rate by 2 for 45 min.
Level 11
Applies intense pressure to an enemy’s brain, dealing Magic damage every 4 seconds for up to 48 seconds.
Damage Modifiers: INT
Pacify the target’s will, reducing their assist radius by 50% for 6 seconds.
Enchanter Technique
Exploits the [Exposed] state creating [Grappled], reducing their outgoing damage by 10%.
Level 12
Mesmerize target for up to 24 sec, preventing it from taking any actions.
Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect. Cannot use on targets more than 5 levels above you.
Hit Modifier: CHA
Release a surge of chaotic mental energy all around you, stunning up to 4 enemies in an 8 meter radius for up to 4 sec.
This spell cannot be resisted.
Cloak yourself in an illusion, causing you to appear as a Elf while the illusion lasts.
Graft an illusion of fatigue into an enemy’s mind, reducing their attack and spell casting speed by 20% for 2 minutes.
Level 13
Convert 30 of your own Mana into 15 Mana for a target ally.
Level 14
Open a magical gateway, returning yourself to your bind point.
Graft an illusion of heightened physical and mental prowess into an ally’s mind, increasing their attack speed and spell casting speed by 15% for 45 minutes.
Only one Illusion Graft can be active on a target at a time. Caster can only maintain one Illusion Graft of each type.
Drain 3% of an enemy’s Mana pool every 1 sec for 10 sec.
Only usable on targets with a Mana pool.
Focus your arcane prowess to dispel a harmful, magical effect from your target.
Level 15
Utility Technique
Puts your target in the [Exposed] state for 30 seconds. (Duration impacted by diminishing returns.)
The [Exposed] state can be manipulated by other techniques to cause additional effects.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 16
Imbue an ally’s weapon with a chaotic enchantment, causing their auto-attacks to deal additional damage of a random type determined at the time of casting.
Chaotic Imbuement may only be applied to one ally at a time.
Opress your enemy’s mental defenses, reducing all Resistances by 15 and increasing your Magic Resistance by 6 for 3 minutes.
This spell is rarely resisted.
Cloak yourself in an illusion, causing you to appear as a Halfling while the illusion lasts.
Weave a magical shield to increase your Health and Armor by a moderate amount.
Release a jolt of mental energy that deals Magic damage to the target and returns 20% of the damage dealt as Mana to your Defensive target, up to a maximum of 18.
If no Defensive target is selected, Mana will be returned to the caster.
Damage Modifier: INT
Electrocute the target’s brain, stunning them for up to 3 sec.
This ability generates a high amount of Threat.
Level 18
Lash your enemy’s psyche with chaotic mental energy, dealing Magic damage.
Damage Modifier: INT
Grant an ally magical invisibility, rendering them unable to be detected by sight for up to 10 min.
Using an ability, attacking a target or taking damage will cause invisibility to immediatel wear off.
Assault your target’s synapses, causing their auto-attacks to be periodically interrupted while active.
Attempt to wipe a target’s memories, causing it to forget its aggression.
The chance of success increases with higher charisma.
Not effective on targets over 5 levels above you.
Level 19
Enchanter Technique
Exploits the [Exposed] state creating [Unguarded], reducing their Magical Defense by 3.
Level 20
Mesmerize target for up to 30 sec, preventing it from taking any actions.
Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect. Cannot use on targets more than 5 levels above you.
Hit Modifier: CHA
Animate magically resonant daggers to attack your enemy and keep its attention for 30 sec or until the animation is destroyed.
Graft an illusion of fatigue into an enemy’s mind, reducing their attack and spell casting speed by 25% for 3 minutes.
Applies intense pressure to an enemy’s brain, dealing Magic damage every 4 seconds for up to 48 seconds.
Damage Modifiers: INT
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Enchant the mind of your target with the whispers of Marali, increasing their Mana Regeneration rate by 4 for 45 min.
Level 22
Release a surge of chaotic mental energy all around you, stunning up to 4 enemies in an 8 meter radius for up to 5 sec.
This spell cannot be resisted.
Cloak yourself in an illusion, causing you to appear as a Dwarf while the illusion lasts.
Level 23
Enchanter Technique
Deals minor damage and causes the [Off-Balance] state
Damage Modifiers: CHA, INT
Level 24
Graft an illusion of heightened physical and mental prowess into an ally’s mind, increasing their attack speed and spell casting speed by 20% for 45 minutes.
Only one Illusion Graft can be active on a target at a time. Caster can only maintain one Illusion Graft of each type.
Cloak yourself in an illusion, causing you to appear as a slime while the illusion lasts.
Weave a magical shield to increase your Health and Armor by a moderate amount.
Level 25
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 26
Opress your enemy’s mental defenses, reducing all Resistances by 20 and increasing your Magic Resistance by 9 for 4 minutes.
This spell is rarely resisted.
Release a jolt of mental energy that deals Magic damage to the target and returns 20% of the damage dealt as Mana to your Defensive target, up to a maximum of 50.
If no Defensive target is selected, Mana will be returned to the caster.
Damage Modifier: INT
Cloak yourself in an illusion, causing you to appear as a Dark Myr while the illusion lasts.
Lash your enemy’s psyche with chaotic mental energy, dealing Magic damage.
Damage Modifier: INT
Level 28
Mesmerize target for up to 36 sec, preventing it from taking any actions.
Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect. Cannot use on targets more than 5 levels above you.
Hit Modifier: CHA
Graft an illusion of fatigue into an enemy’s mind, reducing their attack and spell casting speed by 30% for 4 minutes.
Applies intense pressure to an enemy’s brain, dealing Magic damage every 4 seconds for up to 48 seconds.
Damage Modifiers: INT
Level 29
Enchanter Technique
Exploits the [Off-Balance] state creating [Vulnerable] for 10 seconds, increasing magical damage received.
Damage Modifiers: INT, CHA
Level 30
Cloak yourself in an illusion, causing you to appear as a Ogrer while the illusion lasts.
Animate magically resonant daggers to attack your enemy and keep its attention for 30 sec or until the animation is destroyed.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Enchant the mind of your target with the whispers of Enshire, increasing their Mana Regeneration rate by 6 for 45 min.
Level 32
Lash your enemy’s psyche with chaotic mental energy, dealing Magic damage.
Damage Modifier: INT
Release a surge of chaotic mental energy all around you, stunning up to 4 enemies in an 8 meter radius for up to 6 sec.
This spell cannot be resisted.
Cloak yourself in an illusion, causing you to appear as a skeleton while the illusion lasts.
Weave a magical shield to increase your Health and Armor by a moderate amount.
Level 33
Exploits the [Exposed] state creating [Weakened] for 12 seconds, increasing physical damage received.
Damage Modifiers: INT, CHA
Level 34
Graft an illusion of heightened physical and mental prowess into an ally’s mind, increasing their attack speed and spell casting speed by 25% for 45 minutes.
Only one Illusion Graft can be active on a target at a time. Caster can only maintain one Illusion Graft of each type.
Level 35
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Level 36
Release a jolt of mental energy that deals Magic damage to the target and returns 20% of the damage dealt as Mana to your Defensive target, up to a maximum of 90.
If no Defensive target is selected, Mana will be returned to the caster.
Damage Modifier: INT
Mesmerize target for up to 45 sec, preventing it from taking any actions.
Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect. Cannot use on targets more than 5 levels above you.
Hit Modifier: CHA
Cloak yourself in an illusion, causing you to appear as a earth elemental while the illusion lasts.
Graft an illusion of fatigue into an enemy’s mind, reducing their attack and spell casting speed by 35% for 5 minutes.
Opress your enemy’s mental defenses, reducing all Resistances by 25 and increasing your Magic Resistance by 12 for 5 minutes.
This spell is rarely resisted.
Level 38
Applies intense pressure to an enemy’s brain, dealing Magic damage every 4 seconds for up to 48 seconds.
Damage Modifiers: INT
Level 40
Lash your enemy’s psyche with chaotic mental energy, dealing Magic damage.
Damage Modifier: INT
Animate magically resonant daggers to attack your enemy and keep its attention for 30 sec or until the animation is destroyed.
Weave a magical shield to increase your Health and Armor by a large amount.
Cloak yourself in an illusion, causing you to appear as a water elemental while the illusion lasts.
Innate Passive.
Your Journey as an adventurer has made you stronger, increasing your attributes by 1.
Enchant the mind of your target with the whispers of Talonne, increasing their Mana Regeneration rate by 8 and their passive Mana regeneration rate by 1 for for 45 min.
Level 45
Mesmerize target for up to 60 sec, preventing it from taking any actions.
Drains a portion of the caster’s mana per second, per mesmerized target.
Damage and various offensive abilities will break the effect. Cannot use on targets more than 5 levels above you.
Hit Modifier: CHA
Level 50
Enchant the mind of your target with the whispers of Malison, increasing their Mana Regeneration rate by 8 and their passive Mana regeneration rate by 2 for for 45 min.




































